Hi Sajjad,
In OpenGL 2.0 or OpenGL 3.x in compatibility mode the light position
will be available via the gl_Light uniform.
Robert.
On Sat, Nov 20, 2010 at 2:03 AM, Sajjad dosto.wa...@gmail.com wrote:
Hello forum,
I have a scene where i am animating the light position using the animation
Hi David,
There are a range of issues relating to management of large scenes, as
you indicate your new the OSG and rendering I would suggest spending
some time just exploring and learning before diving into a specific
solution.
First area I'd suggest you look into is database paging. The OSG
Hi Robert,
your explanation regarding the TerrainTechnique was the missing piece, after
diving in the code I think now I unterstand the basic architecture of
Terrain/TerrainTechnique and I'll try to realize it via runtime processing.
Thank you for explanation! :)
Cheers,
Torben
Hi Robert,
I am using the following lines in my app for static linking (besides the
full osg built into static libraries):
USE_OSGPLUGIN(ive)
USE_OSGPLUGIN(freetype)
USE_OSGPLUGIN(osg)
USE_OSGPLUGIN(bmp)
USE_GRAPHICSWINDOW()
I've tried an USE_OSGPLUGIN(osgtext), but it does not work, as
Hi Iñaki,
I've just had a look at the OpenSceneGraph-2.8 branch and the osgText
plugin doesn't use the REGISTER_DOTOSGWRAPPER for the Text classes.
Unfortunately, this will mean that OpenSceneGraph-2.8.x and prior
versions won't be able to statically link the osgText. Two things
would need
Hi,
I just installed osg and I tried the osganimate demo, on windows and linux. I'm
observing that on fullscreen mode, when I zoom in or out, it appears a high
pitch noise, probably from my graphics card ATI Radeon HD 5850 with frequency
that depends on the distance from the object showed.
If
Hi Louis,
I have a similar problem to what you describe with a GTX 280. The
difference is in my case the noise clearly comes from the integrated
sound device and I hear it on the headset. Moreover it can be heard even
with glxgears, different pitch depending on the frame rate. I don't pay
Hi Juan,
Thanks for your advice.
Yes also glxgears produces this noise.
I plugged my headset, and yes I can head a very light similar noise.
I measured the FPS of my opengl applications vs osg examples and I'm getting
(measured with Fraps):
Opengl application: 1- 140 FPS
OSG tutorials: 900 -
Hi Louis,
Getting a high frame rate for the OSG is just down to it doing it's
job, it's designed to have low overheads and send data to OpenGL
efficiently.
To keep the frame rate down to sensible values you should enable vysnc
in your drivers, this will result in high quality visuals - no
Hi Robert,
So, if I understood correctly, even in last dev release (2.9.9) the
problem may persist, but it will be solved in next one (2.9.10?). My
question is because building OSG statically under Windows takes a time I
would prefer not to waste in 2.9.9 if it may not solve the issue.
That was exactly what i was looking for.
My goal is to read CATIA-files and display them with OSG. Up to now i could use
a library to read these files. I got a pointer to the root of this file back,
but this pointer was not compatible to OSG. So i walked the hole tree down to
the points and
Hi Alexander,
How do you get CATIA geometries ? do you use an external library ?
Thanks
Regards,
Vincent
Le 22/11/2010 13:52, Alexander Moeller a écrit :
That was exactly what i was looking for.
My goal is to read CATIA-files and display them with OSG. Up to now i could use
a library to
Yes, I do.
But my company didn't want to use it any longer. So i'm looking for
alternatives.
Gruß Alexander
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Same thing here, the external libraries are not free and sometimes
contains bugs/crash...
If you would share any progress on how is it possible to manage CATIA
file with only free libraries, I would be very grateful and interested
in helping you.
Regards,
Vincent.
Le 22/11/2010 14:07,
On 11/20/2010 7:48 AM, Paul Martz wrote:
Hi Robert -- While browsing the repo recently, I noticed a lot of old RCs for
the 2.8 series. If you see no need to keep those, I'd be glad to delete them.
There being no objections, I'll go ahead and clear out the old RCs, both for the
2.8.x and 2.6.x
Hi Paul,
On Mon, Nov 22, 2010 at 2:39 PM, Paul Martz pma...@skew-matrix.com wrote:
Hi Robert -- While browsing the repo recently, I noticed a lot of old RCs
for
the 2.8 series. If you see no need to keep those, I'd be glad to delete
them.
There being no objections, I'll go ahead and clear
Hello again.
First of all thanks for the advices.
The models look ok in cal3D openGL based viewers.
Though I couldn't setup independent cal3d properly and run its viewer. (I work
on a simulation project, which uses osgCal to load animated meshes, thats where
i code, and see the bug mentioned
Hi Robert,
Just a last question: In osg is there some function that I can use to switch on
vsync?
I'm asking that because my driver sets vsync off but i.e. when I play
Flightgear the fps is limited to 60, so probably it activate vsync somewhere.
Thank you!
Cheers.
--
Read
Hi Louis,
On Mon, Nov 22, 2010 at 3:21 PM, Louis Ixo li...@hotmail.fr wrote:
Just a last question: In osg is there some function that I can use to switch
on vsync?
I'm asking that because my driver sets vsync off but i.e. when I play
Flightgear the fps is limited to 60, so probably it
Hi Robert,
Great! Thank you very much for your explanation! Now, I'm understading many
things about the fps performace difference between linux and windows.
Thank you again!
Cheers.
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El 22/11/2010 16:35, Robert Osfield escribió:
The OSG's osg::GraphicsContext::Traits data structure that is passed
to the osgViewer GraphicsWindow subsystem has a bool vsync that
defaults to true. Under Windows and OSX there is support for enabling
vsync, but alas there isn't any such feature
2010/11/22 Arif Yetkin Sarı arifyet...@gmail.com:
Hello again.
...
Why light slot 0 is problematic ?
When i completely delete my light, i still get visual (not complete darkness
in the scene). So it means i have another light source ? Probably my sun and
the
other light is both assigned as
Old as,... I don't know. But this question pops up now and then.
Assume you need a OpenGL based SDK, lean (in terms of dependencies) gui, for
In-graphics GUI, multiplatform.
With basic support for sliders, buttons, text, windows.
What do people use?
Is it QT for everything (with their OpenGL
Hello Anders,
Assume you need a OpenGL based SDK, lean (in terms of dependencies) gui,
for In-graphics GUI, multiplatform.
With basic support for sliders, buttons, text, windows.
What do people use?
osgWidget works well for me, it's missing a few common widget types (in
your list above it's
Hi,
I'm not sure if this is the right place for this, but I'm using stereo graphics
under linux, ubuntu 8.04 LTS, and am using a Quadro FX 3500 Nvidia driver - and
I installed the real 'nvidia' drivers (not 'nv').
Stereo 'works' in the sense that I can see the images flashing on the screen,
Hi,
a contour layer assigns to a height value a color value. Therefore, you can use
the layer to visualize terrain contours, respectively areas of equal height.
Cheers,
Hartwig
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Hi Hardwig,
Thanks!
Cheers,
Torben
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@Jan - Silverlining is the toolkit for ephemeris used in this project (
www.sundog-soft.com)
I have sent Arif fix
-Nick
On Mon, Nov 22, 2010 at 9:18 PM, Jan Ciger jan.ci...@gmail.com wrote:
2010/11/22 Arif Yetkin Sarı arifyet...@gmail.com:
Hello again.
...
Why light slot 0 is
I have now refactored all my view-based code so it works with
osgViewer::View's. Currently my main scene is working as it was before,
including my HUD.
However, the area I'm trying to use as a minimap is drawing itself light gray
and I have no idea why. Here is the code I'm using to
On 11/22/2010 7:52 AM, Robert Osfield wrote:
Hi Robert -- While browsing the repo recently, I noticed a lot of old RCs
for
the 2.8 series. If you see no need to keep those, I'd be glad to delete
them.
I guess it's probably a good idea to clean out the old RCs, keep the
repository a bit
Hi,
I am trying to use osgTerrain together with vpb to achieve dynamic terrain
manipulation. After going through the interface for the various classes in
osgTerrain, I have a few questions: (whether I have understood right or not)
Using virtual planet builder (vpb) we generate a number of
Hi Robert,
I read up on osgTerrain and posted my question in a different topic:
osgTerrain: Terrain Class and TerrainTile Understanding
As I felt it would be better to put it under a different topic than this
general one
Thanks,
Sanat
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Hi Sanat,
I have not read the complete source code of VPB yet, but my current
understanding is:
Visualizing a VPB terrain, you only load the root file. This means, in the root
file the next sublevel tiles must be noted down. So if we are zooming in, the
viewer calculates the appropriate LOD
Hi, ty for the fix Nick.
For those that need/will need help in a similar situation, (as far as I can
tell) osgUtil::SmoothingVisitor added to osgCal models solved the overlit
problem. (And a little bit material adjustment for the mesh made it lit at a
normal level)
Arif
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